In all seriousness though, I marvel at the fact some developers feel that they can only do it one way or the other. How difficult is it to throw in a few things that would make a world of difference to some oldschool Castlevania fans, and still manage to keep a good majority of what made you all those big bucks? Why not try to find that happy medium? Wouldn't that net you a larger gross sum in the end by hitting an even wider demographic than previous?
In some fairness to Cox, he has stated many times that one of his goals with MoF was to bring around Vania fans who weren't too enamored with LoS1. I guess the main question is how much change there will be between LoS and MoF to address this issue.
Some of the concepts he brought up, such as more honest to goodness platform jumping and combat during platforming, do sound pretty cool. But then again, the dull platforming and lack of exploration weren't really my only problems with the first one. (And dammit, he still hasn't answered me about turning off tutorials.)
I'm mostly cool with what Cox and MS are doing because it's only two more games before they pass on the torch. I suppose this all depends on whether the other two LoS games also sell bucketloads (after all, how many jillions of times has Hideo Kojima sworn he's done with MGS?), but I also kind of worry about what will come after LoS. Alvarez and Cox might not want fans to keep experiencing more of the same, but Konami might, in some perverted way, try to one-up what they did, which may lead to something absolutely filled with QTEs to grab more of the God of War crowd, also adding Inception horns, sparkling vampires, guns, a futuristic setting, and all sorts of horrific crap to "widen the fan base".